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Merge pull request godotengine#99002 from Mickeon/documentation-more-miscellaneous-oddities
Fix more miscellaneous oddities around the class reference
2 parents 21ed922 + eaebb3f commit f1d3130

21 files changed

+33
-33
lines changed

doc/classes/@GlobalScope.xml

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[codeblock]
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var a = rand_from_seed(4)
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print(a[0]) # Prints 2879024997
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print(a[1]) # Prints 4
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print(a[0]) # Prints 2879024997
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print(a[1]) # Prints 4
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[/codeblock]
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</description>
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</method>
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<constant name="PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE" value="32768" enum="PropertyUsageFlags" is_bitfield="true" deprecated="This flag is not used by the engine.">
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</constant>
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<constant name="PROPERTY_USAGE_CLASS_IS_ENUM" value="65536" enum="PropertyUsageFlags" is_bitfield="true">
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The property is an enum, i.e. it only takes named integer constants from its associated enumeration.
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The property is a variable of enum type, i.e. it only takes named integer constants from its associated enumeration.
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</constant>
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<constant name="PROPERTY_USAGE_NIL_IS_VARIANT" value="131072" enum="PropertyUsageFlags" is_bitfield="true">
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If property has [code]nil[/code] as default value, its type will be [Variant].

doc/classes/AudioEffectSpectrumAnalyzer.xml

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</brief_description>
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<description>
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This audio effect does not affect sound output, but can be used for real-time audio visualizations.
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This resource configures an [AudioEffectSpectrumAnalyzerInstance], which performs the actual analysis at runtime. An instance can be acquired with [method AudioServer.get_bus_effect_instance].
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This resource configures an [AudioEffectSpectrumAnalyzerInstance], which performs the actual analysis at runtime. An instance can be obtained with [method AudioServer.get_bus_effect_instance].
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See also [AudioStreamGenerator] for procedurally generating sounds.
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</description>
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<tutorials>

doc/classes/AudioEffectSpectrumAnalyzerInstance.xml

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</brief_description>
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<description>
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The runtime part of an [AudioEffectSpectrumAnalyzer], which can be used to query the magnitude of a frequency range on its host bus.
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An instance of this class can be acquired with [method AudioServer.get_bus_effect_instance].
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An instance of this class can be obtained with [method AudioServer.get_bus_effect_instance].
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</description>
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<tutorials>
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<link title="Audio Spectrum Visualizer Demo">https://godotengine.org/asset-library/asset/2762</link>

doc/classes/CanvasItem.xml

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</member>
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<member name="y_sort_enabled" type="bool" setter="set_y_sort_enabled" getter="is_y_sort_enabled" default="false">
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If [code]true[/code], this and child [CanvasItem] nodes with a higher Y position are rendered in front of nodes with a lower Y position. If [code]false[/code], this and child [CanvasItem] nodes are rendered normally in scene tree order.
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With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc) render together on the same Y position as the child node ('B'). This allows you to organize the render order of a scene without changing the scene tree.
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With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc.) render together on the same Y position as the child node ('B'). This allows you to organize the render order of a scene without changing the scene tree.
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Nodes sort relative to each other only if they are on the same [member z_index].
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</member>
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<member name="z_as_relative" type="bool" setter="set_z_as_relative" getter="is_z_relative" default="true">

doc/classes/Control.xml

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The returned node must be of type [Control] or Control-derived. It can have child nodes of any type. It is freed when the tooltip disappears, so make sure you always provide a new instance (if you want to use a pre-existing node from your scene tree, you can duplicate it and pass the duplicated instance). When [code]null[/code] or a non-Control node is returned, the default tooltip will be used instead.
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The returned node will be added as child to a [PopupPanel], so you should only provide the contents of that panel. That [PopupPanel] can be themed using [method Theme.set_stylebox] for the type [code]"TooltipPanel"[/code] (see [member tooltip_text] for an example).
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[b]Note:[/b] The tooltip is shrunk to minimal size. If you want to ensure it's fully visible, you might want to set its [member custom_minimum_size] to some non-zero value.
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[b]Note:[/b] The node (and any relevant children) should be [member CanvasItem.visible] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
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[b]Note:[/b] The node (and any relevant children) should have their [member CanvasItem.visible] set to [code]true[/code] when returned, otherwise, the viewport that instantiates it will not be able to calculate its minimum size reliably.
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[b]Example:[/b] Use a constructed node as a tooltip:
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[codeblocks]
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[gdscript]
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<method name="grab_click_focus">
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<return type="void" />
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<description>
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Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control acquires focus.
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Creates an [InputEventMouseButton] that attempts to click the control. If the event is received, the control gains focus.
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[codeblocks]
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[gdscript]
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func _process(delta):

doc/classes/EditorNode3DGizmoPlugin.xml

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<return type="EditorNode3DGizmo" />
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<param index="0" name="for_node_3d" type="Node3D" />
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<description>
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Override this method to return a custom [EditorNode3DGizmo] for the spatial nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method _has_gizmo].
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Override this method to return a custom [EditorNode3DGizmo] for the 3D nodes of your choice, return [code]null[/code] for the rest of nodes. See also [method _has_gizmo].
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</description>
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</method>
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<method name="_get_gizmo_name" qualifiers="virtual const">

doc/classes/EditorPlugin.xml

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<param index="1" name="title" type="String" />
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<param index="2" name="shortcut" type="Shortcut" default="null" />
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<description>
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Adds a control to the bottom panel (together with Output, Debug, Animation, etc). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
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Adds a control to the bottom panel (together with Output, Debug, Animation, etc.). Returns a reference to the button added. It's up to you to hide/show the button when needed. When your plugin is deactivated, make sure to remove your custom control with [method remove_control_from_bottom_panel] and free it with [method Node.queue_free].
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Optionally, you can specify a shortcut parameter. When pressed, this shortcut will toggle the bottom panel's visibility. See the default editor bottom panel shortcuts in the Editor Settings for inspiration. Per convention, they all use [kbd]Alt[/kbd] modifier.
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</description>
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</method>

doc/classes/ItemList.xml

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<description>
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Adds an item to the item list with specified text. Returns the index of an added item.
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Specify an [param icon], or use [code]null[/code] as the [param icon] for a list item with no icon.
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If selectable is [code]true[/code], the list item will be selectable.
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If [param selectable] is [code]true[/code], the list item will be selectable.
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</description>
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</method>
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<method name="clear">

doc/classes/LightmapGI.xml

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</member>
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<member name="quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="LightmapGI.BakeQuality" default="1">
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The quality preset to use when baking lightmaps. This affects bake times, but output file sizes remain mostly identical across quality levels.
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To further speed up bake times, decrease [member bounces], disable [member use_denoiser] and increase the lightmap texel size on 3D scenes in the Import doc.
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To further speed up bake times, decrease [member bounces], disable [member use_denoiser] and increase the lightmap texel size on 3D scenes in the Import dock.
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</member>
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<member name="texel_scale" type="float" setter="set_texel_scale" getter="get_texel_scale" default="1.0">
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Scales the lightmap texel density of all meshes for the current bake. This is a multiplier that builds upon the existing lightmap texel size defined in each imported 3D scene, along with the per-mesh density multiplier (which is designed to be used when the same mesh is used at different scales). Lower values will result in faster bake times.

doc/classes/MultiplayerAPI.xml

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<param index="3" name="arguments" type="Array" default="[]" />
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<description>
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Sends an RPC to the target [param peer]. The given [param method] will be called on the remote [param object] with the provided [param arguments]. The RPC may also be called locally depending on the implementation and RPC configuration. See [method Node.rpc] and [method Node.rpc_config].
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[b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or [code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they are faster. This method is mostly useful in conjunction with [MultiplayerAPIExtension] when augmenting or replacing the multiplayer capabilities.
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[b]Note:[/b] Prefer using [method Node.rpc], [method Node.rpc_id], or [code]my_method.rpc(peer, arg1, arg2, ...)[/code] (in GDScript), since they are faster. This method is mostly useful in conjunction with [MultiplayerAPIExtension] when extending or replacing the multiplayer capabilities.
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</description>
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</method>
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<method name="set_default_interface" qualifiers="static">

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